Game Development Reference
In-Depth Information
<StackPane id="root" prefHeight="250" prefWidth="300" >
<children>
<Button id="btn" text="Say 'Hello World'"
layoutX="125" layoutY="116" />
</children>
</StackPane>
As you can see, the parameters can be put inside the opening tag for a parent tag by
placing them between the <ClassName part of the opening tag and the greater-than
sign. This is how you would configure the parent tag for any parameters if you needed
to do so, as when you specified the StackPane size and name (called an id in FXML).
Summary
In this fifth chapter, you took a closer look at some of the more important game design
and new media concepts that you will be using in your Java 8 game development work
process so that you have the foundational knowledge necessary to create your game.
You also studied JavaFX Scene Builder and FXML, just to get those concepts under
your belt and out of the way, as I am going to do everything in this topic using Java 8
code and JavaFX classes to comply with the requests I get from readers of my Android
topics (“How do we do this using only Java code? We don't want to use XML to create
our applications!” is the mantra that I am constantly hearing these days).
First, you examined the key concept of static versus dynamic and how this is im-
portant for both game design and game optimization, as too much dynamics can over-
load older single-core and even dualcore CPUs if game optimization is not an ongoing
consideration throughout the game design, development, and optimization process.
Next, you explored some of the key components of game design (and develop-
ment), such as sprites , collision detection , physics simulation , background anima-
tion , UI design , scoring engines , and game play logic . You took a look at how these
applied to static games, or games without continuous movement, such as strategy
games, board games, puzzles, knowledge games, memory games, and dynamic games,
and games using continuous movement, such as platformers, arcade games, first-person
shooters, third-person shooters, driving games, and the like.
You took a high-level technical overview of new media asset types and the con-
cepts and terminology across digital imaging, animation, digital video, and digital au-
dio. You learned about pixels; resolutions; and how aspect ratios define the shape of an
image, animation, or video and about color depth and alpha channel transparency and
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